Commit graph

8 commits

Author SHA1 Message Date
AzaezelX
022f8d1732 set GFXTextureManager::_validateTexParams to respect sen mipcaps
also kill console spam
2025-08-04 14:36:11 -05:00
AzaezelX
3cdbd4e87e don't let GFXD3D11TextureTarget::deactivate() try to generate mips if we haven't told that target to do so 2025-08-04 14:11:00 -05:00
AzaezelX
cacd8a6064 mipwork, laregly courtesy of @mmarauder2k9-torque 2025-08-03 20:25:31 -05:00
AtomicWalrus
75625dc679 Reverse depth & 32F buffer format
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
2023-04-14 20:13:28 -06:00
rextimmy
511efcf462 Correct GFXD3D11TextureObject lock/unlock issues 2021-01-05 10:41:30 +10:00
Areloch
45d304ee31 Fixes the backend logic for setting/creating 3DTextures in D3D11 2020-08-07 01:10:36 -05:00
Areloch
25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
rextimmy
1ff6f221fb Direct3D11 GFX device. 2016-03-20 21:48:52 +10:00